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Game Architecture

This document discusses topics related to game architecture and programming. It covers core design principles for games, initial design considerations, use of technologies, building reusable components, architecture design, and the development process. It also discusses specific programming topics like technologies, design practices, building a game project, user interface programming, 2D and 3D graphics, initialization, resource loading, and 3D engines. Recommended textbooks include "Game Architecture and Design" and "Professional Game Programming".

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Megan Venturian
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© Attribution Non-Commercial (BY-NC)
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Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
134 views

Game Architecture

This document discusses topics related to game architecture and programming. It covers core design principles for games, initial design considerations, use of technologies, building reusable components, architecture design, and the development process. It also discusses specific programming topics like technologies, design practices, building a game project, user interface programming, 2D and 3D graphics, initialization, resource loading, and 3D engines. Recommended textbooks include "Game Architecture and Design" and "Professional Game Programming".

Uploaded by

Megan Venturian
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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GAME ARCHITECTURE & PROGRAMMING

GAME ARCHITECTURE

1. Core Design: What Is a Game? Games Aren't Everything. Games Mean Gameplay. Creating the
Game Spec. Example Game Spec.

2. Initial Design: The Beginning. Hardware Abstraction. The Problem Domain. Thinking in Tokens.

3. Use of Technology: The State of the Art. Blue-Sky Research. Reinventing the Wheel. Use of Object
Technology.

4. Building Bricks: Reusability in Software.

5. Initial Architecture Design: The Birth of Architecture. The Tier System. Architecture Design.

6. Development: The Development Process. Code Quality. Coding Priorities. Debugging and Module
Completion. The Seven Golden Gambits. The Three Lead Balloons.

GAME PROGRAMMING

1. Technologies: Display, Mixing 2D & 3D, DirectX, User Interface code, Resource caching, the main
loop.

2. Design Practices: Smart & naked pointers, using memory correctly, Game scripting languages.

3. Building your game: Creating a project, source code repositories and version control, Building the
game and scripts.

4. User interface programming and input devices: Getting the Device State, Working with the Mouse
(and Joystick), Working with the Keyboard, User Interface Components, More Control Properties
5. 2D Drawing and DirectX: 2D Drawing and DirectX, Basic 2D Drawing Concepts, Drawing Text,
Working with Sprites, Graphics File Formats.

6. Initialization and the Main Loop: Initialization, Some C++ Initialization Pitfalls, Initializing your Game,
the Main Loop, Stick the Landing: A Nice Clean Exit.

7. Loading and Caching Game Resources: Art and Sound Formats, Resource Files, Data Compression,
IPac: A Resource File Builder, the Resource Cache, World Design and Cache Prediction.

8. 3D Graphics & 3D Engines: 3D Graphics Pipeline, Setting Up a Project, Using a Scene Graph, 3D
Middleware Review, Rolling Your Own 3D Engine.

Text Books:

1. “Game Architecture and Design”, Andrew Rollings & Dave Morris


2. “Professional Game Programming” Mike McShaffry, Dreamtech Press.

Reference Book:

1. “Game Programming”, Andy Harris, Wiley India.

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